Control gametype : Design & Implementation (Scripting Programming)
Entirely created and developed by me.
Demolition gametype : Design & Implementation (Scripting Programming)
Originally created under the name “Assault,” it was officially released as “Demolition,” and its third objective was removed. It was entirely created and developed by me.
VIP Escort gametype : Design & Implementation (Scripting Programming)
Originally created and developed by me under the name “Escort”—with the option to use “Help Mode” or not—the decision here was to launch it restricted to “Help Mode” usage under the name “VIP Escort.”
Dropkick gametype : Design & Implementation (Scripting Programming)
Basically, it’s a blend of the original Swarm (Team Defender) and Nuke modes, both created and developed by me. The gameplay is essentially the same as Team Defender, but instead of a flag, there’s a briefcase used to arm the Nuke. The difference lies in the context and the ending: when a team wins, an animation plays showing the Nuke detonating and killing everyone—which makes absolutely no sense. It’s nothing like the design of the original Nuke mode.
Scream Deathmatch gametype : Design & Implementation (Scripting Programming)
Originally created and developed by me as “Assassin,” it was the first game type in history where an individual-style mode was played in teams. It was adapted to remove the VIP as the “Assassin’s” primary target (with the role renamed to “Juggernaut” in the first version) and to eliminate the escape zone, subsequently being released as “Juggernaut.” Here, it was released during a limited-time Halloween event under a different name.
Help Mode System : Design & Implementation (Scripting Programming)
Responsible for the design and implementation of the help system—present in all *Nazi Zombies* entries in the series.
